String rw2zh(String str) {
  String? zh = resZh[str];
  if (zh == null) {
    return str;
  } else {
    return zh;
  }
}

var resZh = {
  // ----------------------------核心
  "core": "#核心",
  "name": "名字",
  "altNames": "别名",
  "class": "类",
  "strictLevel": "严格级别",
  "price": "价格",
  "mass": "质量",
  "techLevel": "科技等级:1(共有3个级别)",
  "buildSpeed": "建造耗时",
  "radius": "半径体积",
  "isBio": "是生物:真",
  "isBug": "是虫子:真",
  "isBuilder": "是建造者:真",
  "streamingCost": "流式造价",
  // -------------------------单位统计代码
  "maxHp": "生命值",
  "selfRegenRate": "生命恢复速度",
  "maxShield": "护盾值",
  "startShieldAtZero": "单位创建时护盾初始为0?",
  "shieldRegen": "护盾恢复速度(可负数",
  "energyMax": "能量值",
  "energyRegen": "能量恢复速度",
  "startEnergyAtZero": "能量初始为0?",
  "armour": "装甲",
  "armourMinDamageToKeep": "装甲最低伤害",
  "generation_resources": "定时获取资源",
  "generation_active": "资源获取条件",
  "generation_credits": "资金获取",
  "generation_delay": "资金获取时间",
  // ------------------------- UI和图形代码
  "showInEditor": "显示在沙盒中",
  "displayText": "界面显示名称",
  "displayDescription": "界面显示描述",
  "displayLocaleKey": "界面显示内部调用",
  "displayRadius": "单位选择时显示圆圈",
  "uiTargetRadius": "为目标时半径",
  "shieldRenderRadius": "单位护盾显示半径",
  "shieldDisplayOnlyDeflection": "护盾只在受攻击时显示?",
  "shieldDeflectionDisplayRate": "护盾消失速度",
  "showOnMinimap": "显示在小地图上",
  "showOnMinimapToEnemies": "显示于敌人小地图",
  "showActionsWithMixedSelectionIfOtherUnitsHaveTag": "混合所选单位所显示的行为(标签)",
  // -------------------仅构建代码
  "isBuilding": "是建筑",
  "footprint": "建筑碰撞范围",
  "constructionFootprint": "建筑覆盖范围",
  "displayFootprint": "建筑选择UI",
  "placeOnlyOnResPool": "建筑只能建造在资源池上?",
  "selfBuildRate": "自动建造速度",
  "ignoreInUnitCapCalculation": "不计入单位数量统计",
  // ---------------- 杂项
  "copyFrom": "复制数据自",
  "dont_load": "禁止加载",
  "overrideAndReplace": "覆盖资源加载路径",
  "logIfCreditResourceUsed": "记录是否使用资源",
  "onNewMapSpawn": "地图位置产生指定单位",
  "isLockedIfGameModeNoNuke": "禁核模式锁定",
  "tags": "番茄是水果#标签#单位分类",
  "fogOfWarSightRange": "视野",
  "isPickableStartingUnit": "为可选初始单位",
  "soundOnAttackOrder": "攻击指令音效",
  "soundOnMoveOrder": "移动指令音效",
  "soundOnNewSelection": "选择指令音效",
  "canNotBeDirectlyAttacked": "禁止直接攻击?",
  "canNotBeDamaged": "禁止受到伤害?",
  //-----------------------------运输代码
  "transportSlotsNeeded": "运输占用位置",
  "maxTransportingUnits": "该单位载员格子数量",
  "transportUnitsRequireTag": "被运输单位需要标签",
  "transportUnitsRequireMovementType": "被运输单位类型限制",
  "transportUnitsAddUnloadOption": "载具显示卸载按钮?",
  "transportUnitsUnloadDelayBetweenEachUnit": "载具卸载时间间隔",
  "transportUnitsKillOnDeath": "载具内单位和载具一同死亡?",
  "transportUnitsHealBy": "载具治疗内部单位速度",
  "transportUnitsBlockOtherTransports": "载具禁止装载其它载具",
  // ---------------------------资源节点代码
  "resourceRate": "回收速率",
  "similarResourcesHaveTag": "像用于此标签的单位",
  "resourceMaxConcurrentReclaimingThis": "可同时被此数目单位回收",
  "reclaimPrice": "回收价格",
  // ---------------------------资源收集器代码
  "canReclaimResources": "可以回收资源?",
  "canReclaimResourcesNextSearchRange": "搜寻资源范围",
  "canReclaimResourcesOnlyWithTags": "仅允许回收特定标签资源",
  "resourceReclaimMultiplier": "建造单位回收资源的倍数",
  "nanoUnbuildSpeed": "建造单位回收未完成单位速度",
  // ----------------------------建筑和工厂代码
  "canRepairBuildings": "可以修建筑",
  "canRepairUnits": "可以修单位",
  "autoRepair": "可以自动修",
  "canReclaimUnitsOnlyWithTags": "仅允许回收特定标签单位",
  "canRepairUnitsOnlyWithTags": "仅允许维修特定标签单位",
  "nanoRange": "维修或建造范围",
  "nanoRepairSpeed": "维修速度",
  "nanoBuildSpeed": "建造速度",
  "nanoReclaimSpeed": "回收速度",
  "nanoRangeForRepairIsMelee": "维修范围按近战逻辑?",
  "nanoRangeForReclaimIsMelee": "回收范围按近战逻辑?",
  "nanoRangeForRepair": "维修距离",
  "nanoRangeForReclaim": "回收距离",
  "nanoFactorySpeed": "工厂速度x乘数",
  "extraBuildRangeWhenBuildingThis": "额外建造距离",
  "builtFrom_#_name": "从此单位建造",
  "builtFrom_#_pos": "从此单位建造排序",
  // -------------------------死亡代码
  "image_wreak": "死亡图像",
  "dieOnConstruct": "构建时死亡?",
  "dieOnZeroEnergy": "无能量时死亡",

  "builtFrom_1_name": "陆军工厂#从此单位建造",
  "builtFrom_1_pos": "从此单位建造排序数值越小越靠前",
  //-----------------------------------------------
  "graphics": "#图像",
  "image": "主题图像",
  "imageScale": "图像缩放比例",
  "total_frames": "图像帧数",

  //--------------------------------------------------------------
  "attack": "#攻击",
  "maxAttackRange": "攻击距离",
  "canAttack": "可以攻击?",
  "canAttackFlyingUnits": "可以攻击空中单位?",
  "canAttackLandUnits": "可以攻击陆地单位?",
  "canAttackUnderwaterUnits": "可以攻击水下单位?",
  "barrelX": "炮弹生成坐标X",
  "barrelY": "炮弹生成坐标Y",
  "projectile": "抛射体1:(炮弹)",
  "invisible": "隐藏炮塔图像",
  // "image": "炮塔图像",
  "shoot_sound": "开火音效",
  "shoot_sound_vol": "开火音效大小",
  "shoot_flame": "开火动画",
  "shoot_light": "16进制argb格式开火闪光",
  "projectile_1": "抛射体1",
  "directDamage": "直接伤害",
  "areaDamage": "范围伤害",
  "areaRadius": "范围伤害半径",
  "areaDamageNoFalloff": "范围伤害从不衰减?",
  "armourIgnoreAmount": "无视装甲数量",
  "speed": "速度",
  "life": "炮弹存在时间",
  "frame": "炮弹使用的贴图",
  "drawSize": "绘制大小",
  "movement": "#运动",
  "movementType": "运动类型 (无NONE、陆地LAND、建筑BUILDING、空中AIR、水面WATER、两栖HOVER、跨悬崖OVER_CLIFF、跨水和悬崖OVER_CLIFF_WATER)",
  "moveSpeed": "移动速度",
  "moveAccelerationSpeed": "加速度",
  "moveDecelerationSpeed": "减速度",
  "landOnGround": "闲置时降落?",
  "targetHeight": "到达高度",
  "targetHeightDrift": "高度浮动",
  "maxTurnSpeed": "转弯速度",
  "turnAcceleration": "转弯加速度",
  "moveSlidingMode": "移动后滑动?",
  "moveIgnoringBody": "移动忽略转向?",
  "moveSlidingDir": "移动滑动角度",
  "joinsGroupFormations": "加入队形",
  // ==============================================================================================================================
  // "AI": "代码",
  "buildPriority": "建造优先级",
};
